March On The Orcal, Part 2
March On The Orcal, Part 2

"Sainthermique. We will make the rats shudder in terror, and remember that the Knights of Bretonnia are not so easily frightened as the men of the Empire. Vermin will not dissuade me."

"Alright, alright. I'm sure the Rat Bane will be thrilled at the notion."

"I will be telling Geoffroi myself."

The rest of the night passes in grim revelry, as the Host prepares itself for the sound of war.
---
The air is crisp and cool in the morning, the autumn air carrying the smell of fresh apples on it. Sainthermique should not be too long a journey; a day at most, not accounting for nuisances.

Further back in the column, the musicians pipe a note on their bugles, and with it the tune is decided, a favorite song in the south of Montfort that instantly has the men singing along:

When I was a lad,
my wise father,
who feared I'd be a cad,
said "son, If you're a soldier,

You need to know,
how to use a spear and tie a knot
but if now I taught,
by the time you marched to foreign lands you would have forgot.

So instead my boy, I will say,
do not forget that for every daughter,
pretty as a pearl,
there is a father, more protective than an Earl.

In the Empire they make them
fathers and daughters alike,
friendly and stout,
though quite ready to bust your head
if you act the lout.

In Tilea you should be a
gentleman and never rave nor shout,
for in that hot and arid land,
poisons are bandied about
and to survive you will need a lady and sir to get out.

The daughters of Kislev,
must have icy hearts,
for they know hidden arts,
and may pierce your mind and soul,
like Rhya's bronzen darts.

The fathers of Estalia,
beg their daughters be like Talia:
Find and marry a
strapping, noble, whose skin is of magnolia;
a Breton boy.

But, my lad, I tell you straightly,
that none of them
can match the beauty of a Breton lady
who has placed the ring upon your finger,
or whose husband is out lately.


You ready yourself for a day of long riding, only to be torn from it by Sir Aldric. The white-haired fellow, clad in armor, draws you to the side of the column, where the common soldiers cannot hear you. "Duke Folcard."

"Lord."

"You know, when I fought for the Sultan Faris, often a strategy he would employ was to send his best men, his generals and soldiers ahead of the column, to perform slight tasks that needed to be done but would consume time in the doing."

"I presume you are not just bringing this up for the sake of conversation."

The aged knight gives you a tired look from underneath the shadow of his helm, eyes the color of ice. "Do I ever?"

"It's bound to happen one day, Teacher."

"Perhaps. But not this day. I bring this up because the Knights Unbound have brought forth prepositions that they believe would help in the coming battle with Skaven. I agree with them."

"Alright, alright, what did they have in mind?"

"Well...
[] Sir Uter and Sir Yvain knows these forests well; they have offered to go ahead and craft the battering rams we will need to remove the Skaven.
[] Sir Medrawt and I can do as you did in your assault upon the Orc Fortresses and try and find monsters to rile up and assault the Skaven.
[] Sir Lancelot and Sir Gahariet both have offered to find and assail the Skaven granaries, to try and induce some conflict between them.
[] Sir Geoffroi thinks it probable that the Skaven have tunnels running to and fro the buildings they have taken, and has offered to find the entrances to them.
[] Those remaining could, like as not, get miscellaneous preparations ready, such as preparing the great fire to smoke the Skaven out.
---
Do you go with?
[] No, I must remain with the column
[] Yes, they'll need my help. (Whp?
---
Pick However many you would like.
Be cautious, though; if the knights are found, the Skaven will be allowed to prepare, and as more are sent, discovery becomes more likely.
 
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[X] Sir Uter and Sir Yvain knows these forests well; they has offered to go ahead and craft the battering rams we will need to remove the Skaven.
[X] Sir Geoffroi thinks it probable that the Skaven have tunnels running to and fro the buildings they have taken, and has offered to find the entrances to them.
[X] Those remaining could, like as not, get miscellaneous preparations ready, such as preparing the great fire to smoke the Skaven out.

[X] No, I must remain with the column
 
[X] Sir Lancelot and Sir Gahariet both have offered to find and assail the Skaven granaries, to try and induce some conflict between them.
[X] Sir Geoffroi thinks it probable that the Skaven have tunnels running to and fro the buildings they have taken, and has offered to find the entrances to them.
[X] Those remaining could, like as not, get miscellaneous preparations ready, such as preparing the great fire to smoke the Skaven out.

Getting the Skaven infighting more than normal will make things easier, and knowing where their tunnels are will be helpful.

[X] No, I must remain with the column

Let's stay in command of the main force.
 
[X] Sir Geoffroi thinks it probable that the Skaven have tunnels running to and fro the buildings they have taken, and has offered to find the entrances to them.
[X] Those remaining could, like as not, get miscellaneous preparations ready, such as preparing the great fire to smoke the Skaven out.

[X] No, I must remain with the column
 
[X] Sir Lancelot and Sir Gahariet both have offered to find and assail the Skaven granaries, to try and induce some conflict between them.
[X] Sir Geoffroi thinks it probable that the Skaven have tunnels running to and fro the buildings they have taken, and has offered to find the entrances to them.
[X] Those remaining could, like as not, get miscellaneous preparations ready, such as preparing the great fire to smoke the Skaven out.

[X] No, I must remain with the column
 
Sir Uter and Sir Yvain knows these forests well; they has offered to go ahead and craft the battering rams we will need to remove the Skaven.
Doesn't seem necessary. We can craft battering rams at leisure If they hide in a fortress.

Sir Medrawt and I can do as you did in your assault upon the Orc Fortresses and try and find monsters to rile up and assault the Skaven.
Could be very helpful, but it's risky. Who says that the monsters won't attack us?

Sir Lancelot and Sir Gahariet both have offered to find and assail the Skaven granaries, to try and induce some conflict between them.
I don't really understand this option. Why would attacking the granaries lead to conflict among the Skaven? Can someone enlightne me?

Sir Geoffroi thinks it probable that the Skaven have tunnels running to and fro the buildings they have taken, and has offered to find the entrances to them.
This is neccesary. We don't want Skaven to emerge from tunnels and attack us from behind.

Those remaining could, like as not, get miscellaneous preparations ready, such as preparing the great fire to smoke the Skaven out.
We need to keep the Skaven from taking advantage of their tunnels.

So, for now:

[X] Sir Lancelot and Sir Gahariet both have offered to find and assail the Skaven granaries, to try and induce some conflict between them.
[X] Sir Geoffroi thinks it probable that the Skaven have tunnels running to and fro the buildings they have taken, and has offered to find the entrances to them.
[X] Those remaining could, like as not, get miscellaneous preparations ready, such as preparing the great fire to smoke the Skaven out.

[X] No, I must remain with the column
 
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I don't really understand this option. Why would attacking the granaries lead to conflict among the Skaven? Can someone enlightne me?
Because even on a day to day basis, Skaven need to eat a lot. Like, a lot a lot. Multiple dozens of pounds of food per day.

Deny them that, and they get...antsy.
 
[X] Sir Lancelot and Sir Gahariet both have offered to find and assail the Skaven granaries, to try and induce some conflict between them.
[X] Sir Geoffroi thinks it probable that the Skaven have tunnels running to and fro the buildings they have taken, and has offered to find the entrances to them.
[X] Those remaining could, like as not, get miscellaneous preparations ready, such as preparing the great fire to smoke the Skaven out.

[X] No, I must remain with the column
 
Vote is called, I'm going to try and get the update up, but given that I'm hoping to make it pretty long it might not.

If not, then- SPOILERS- tomorrow's gonna be a big damn deal.
 
March On The Orcal, Part 3
March On The Orcal
Part 3


"Lancelot, Gahariet, go and destroy their granaries. Geoffroi, their tunnels are yours. The rest of you, get that fire going, near as you can."

And with these orders you depart, wolfskin cloak flapping in the wind behind you. They set out on foot, while you head for the front of the column.

Unexpectedly, a drop of snow falls and lands on your helmet. It instantly melts on touching the steel, droplet running down to land on the dirt below.

Even in the Orcal, Autumn is a bit early for snow fall.

Looking up, you see that thick sheets of cloud, pure white, hang overhead; they blot out the sun itself.

The trees around you already choke with white, rocks black as the night peaking up from the cover. Bird song dies as creatures retreat to warmer territory, a grand rustling as they return to hidey holes. You can already hear, too the grumbling of men as they slide on winter gear, thick leather coats and gloves and boots.

Already, the ground beneath your feet is becoming slippery, painful mud; your pace is reduced to a crawl, though still enough to bring you to the Skaven by the end of the day. Tobacco is lit, southern wine is found and drunk, and torches are made ready, nursed to life within the crook of your men's elbows.

And so it is you set out.

By the end of the first hour, you have determined that the scenery is exactly the same, trees and grasses and bushes and by the Lady so much snow! At least you can fill your water reserves. The sound, too, remains the same-- the grumbling of the men ("Why'd he have to drag us out here now", "Why'd we not get a move on sooner", "Why'd we not bring enough blankets for everyone, instead of just the knights"- you did bring enough for everyone, unless some were lost, and even in that case two-hundred knights shouldn't be enough to take all of them unless there's some serious double dipping going on); the beat of the musicians, muffled by the snow; the sound of horse hooves, coming down and sliding through the mud; and the constant creaking of wagons moving in the back, supplies and weapons shaking.

Bored to tears, your mind wanders, such as it will, to a prayer you heard the other day:

Lady,

We who now embark on blessed mission, pray to you,
Not to make our endeavor easy,
But perilous- that we,
We noble band of brothers,
Might grow to know you,
In our struggle.

Lady,

We doomed few who now proceed to battle,
We ask that you in your beneficence find us worthy,
To know your protection,
To find your grace,
In battle against this,
The hated foe.

Lady,

We ask not to face easy deeds,
But the arduous;
That our enemy's strikes be swift and true,
And aimed at us, not those under our aegis;
That their bows find their marks in hard oak,
and unyielding steel, not the flesh of companions.

Lady,

We ask today to face beasts unimaginable,
To fight foes unstoppable,
To march against the invulnerable;
That when defeat them,
Stop them, or slay them nevertheless,
We find glory.

Lady,

We ask today that you not give us task fit to us,
But that you fit us to tasks grander than us;
Not that the road be straight for us,
but that we might straighten it;
That in the annals of history,
We lucky few be remembered.

Comme il est, il était donc. Giles Stood.


Time passed swiftly as you were trapped in thought. Soon enough, though, you heard the rivers and streams and snow fall stop. Pulling your steed's reins, Aimé comes to a halt. Placed in the valley below, you see Sainthermique.

Wooden walls, moldy and caked with dirt, encircle the what was a small village. Watchtowers placed within give a good view of the surrounding terrain; one would be well aware if a foe marched against them, high as they were. The dirt paths are just as muddy as the rest of the terrain you've seen, and the trees have all been felled.

There is some good news, though: Within a small alcove, a fire resides, hidden from the Skaven but plain as the sun to you, resides; and the granaries, even now, smoulder, and around them lie many ratmen bodies, littered with bolts, split in twain, and throats slit; Lancelot and Gahariet have done their work well.

In the center of town, there is a commotion, a brouhaha. The light shines from unholy steel and as you watch, a skaven is split in twain, sent flying from the building the foe has fortified with a single mighty blow.

Ezekiel blows his trumpet, and it rings out into the night. "Bowmen, villein, take aim!"

You scan the field behind. There is someone missing.

And then you hear it; an errant cry, a sound, a roar of pain. Geoffroi!

Turning, you see his purple robe torn and split, a cut above his eyes. His hands and feet are bound, and stones and knives are lodged in him. As you watch, a skaven bigger than the rest shoves an iron knife into his hand.

Instinct takes over. "Aim for the right flank, they've captured men to the left!"

If they've captured him, then they must suspect, if not know, you are coming. If the Skaven have him, then they will have made preparations for you. No doubt they will be unpleasant ones.

But that's a decent man down there, and it'd be the stupid thing to do either way, so your mind is made up.

You spur on Aimé, and as you watch the rest of the nights also spur themselves, though at least ten feet behind you.

Your shoulder burns, your ass hurts, and you can hear the movement of Skaven inside the village walls. Still, though, as the adrenaline begins to pump through you, it all fades down to one simple fact: The light is threatened by the dark.

The Assault: 99+10=109

As you expected, the Skaven prepared a trap: archers, hundred of them. All at once they rise up, and they fire.

You hear the bolts fired towards you, it is as though you hear a chime, and then the whole world goes slow. Everything becomes sedate. Gripping your sword, you cut some out of the air; a few you slap down with your gauntlet; you twist in your saddle as well, letting them streak overhead. The last one you grab and fling back at the gate, slicing through the cheap padlock instantly.

The bolts strike home dozens of times. Around you horses fall over, dead; knights slump over in the saddle, cut down by the rats; some simply fall off, weight flinging them off; still others endure, strong as steel; it seems so far from their Black Chasm, the Rats could not prepare poisons for you.
(-50 Knights)

You, though, keep moving. You reach the gate and moving back the reigns, you have Aimé simply kick the cheap wood open. His mighty blow simply breaks the wooden bar holding it shut in half, forcing the gates open. At least a dozen of the Skaven Soldiers race at you, roaring in barbaric tongue.

You give them the most contemptuous glare you can manage, a glare you have learned and had unleashed on you by the scholars of the Empire. You take the horn from your saddlebag.

You let loose with the Horn of Huron, and it shakes the timbers of the wall in front of you; from its top comes the tinny squeaks of the rat-bastards, deafened by it. The vermin who assaulted you fall to the ground, squealing in agony, letting loose blasphemous prayers to their heathen god.

"To me! To me!"

Behind you, there is the sound of racing infantry, the pounding of boots on stone and steel skittering over steel. But before that, before that, there is the sound of a volley being loosed, of arrows whistling through the air.

A thousand arrows are unleashed and fly forward.

Blotting Out The Sun: 50+15=65

And those numbers hit the town, the skaven. Arrows slide home into flesh and into wood, striking the walls and the enemy. Steel heads punch through throats and hearts and lungs and other, no less important but, perhaps, less immediately lethal things; and in some sad cases they strike the wall, becoming stuck in the wood.

As you watch, the first infantry, the Men At Arms, arrive; and in their hands, about half have torches, grabbed quickly.

But that doesn't matter, right now. All that matters is that someone in that town needs you.

Distantly, you hear the sound of skaven weapons striking together as the ratmen continue their feud, perhaps the only thing that has kept you alive.

Riding through streets and alley and backroads, you come out onto the street where the Skaven soldiers have captured your friend. They turn to look at you, and hiss. Eying you warily, the biggest one does something you never thought you'd see skaven do; he issues a challenge.

Alright, then.

You dismount, and take up your sword.

He snarls.

You are silent.

Duel:100+10=110 Vs.8+5=13

He races towards you. In his hands he has two blades, falchions, that glow with unholy light. One cuts at you from above, while the other slices from below. You catch one on your gauntlet, while other goes wide, careening overhead.

Your blade whips out in a figure eight, and he tries to block, but it's the slowest, most telegraphed strike you can imagine; you blow through it with ease, your blade cutting off his hand, and then disemboweling and decapitating the Skaven soldier.

Then you look upon the rest.

They whimper, in fear.

The One They Fear: 46+10=56 Vs. 78

Then one barks out something, and the rest straighten their spine. They are afraid, yes, they are skaven- such is in their nature- but they are more scared of whatever awaits them if they flee then they are of you.

Very poor priorities.

Behind the Ratmen, Geoffroi lets out a moan of pain.

Strike: 53+10=63 Vs. 42

You run without preamble, before leaping. Your blade comes down and slices through one skaven's throat. He grabs it and sinks to the floor, blood staining his hands.

You half-sword, whip around, and cut the vein in a skaven arm. He sinks to the ground, bloodless; but you are already on the move, running at a skaven nearing your comrade, with a knife, and run him through, and as you pull your sword loose you twirl it, letting out all the organs the things need. Hearing footsteps, you grab backward and pull the skaven into your line of view. His eyes scream his fear, but soon enough they scream nothing as you quite simply pick him and bring him down harshly on your knee with a sickening crack, before letting the plague-bearer drop to the ground, lifeless.

Turning around, you head towards your fallen Brother in Honor.

Ambush 1:72+5=77

One of the windows of the buildings that line the streets explodes, and a skaven cloaked in black leaps at you, hissing like a cornered snake. Your great blade whips overhead and punches through his skull, sending him to the floor, dead, and leaking his life's blood.

You continue on, ears pierced for foes.

Ambush 2: 99+5=104

You hear the thing in the hovel, waiting for you to pass by the window. Its footsteps are loud as the beating of the drum to your ears, even as the battle in the rest of Sainthermique takes on a new feverish pitch, as man meets with vermin to take back what should be theirs in the first place.

So you do walk by the window. And as you do, a spear breaks through the glass. You reach out with your right hand, grab, and pull. The skaven comes with, and with your left hand, you grasp its throat. You haul it with you as you walk, the things scrabbling for air, scratching at your gauntlets, and just generally trying to stop you. Its squaks reach a fever pitch, but they stop as, with a single squeeze, its neck breaks.

Finally reaching Sir Geoffroi, you look upon him. His hand is a ruined mess, and above his eye there starts a cut that stretches all the way down to his collar bone.

Then his eyes open, and he gasps, dazed and shaky. "Philip, listen, Breeders! They've got breeders, females, moving them! Had to act, to stop them before they could get to safety. Overwhelmed." He raises a hand and indicates a barn that even now skaven stream out from.

You hear a roar, a mighty call from a your men as they yet more skaven dropped by bow and arrow.

East Entrance: 59+10=69

The Grand Flame you had prepared is moved, slowly, towards the former storage shed, where farm tools and other knickknacks were kept. The skaven have been battered to the inside, and with a final heave the Men At Arms manage to drop the Grand Flame inside, where it smashes to the ground.

The rat dropping and random stolen object from the Ogren, the parchment and the food: it all goes up near instantly, the smoke and the fire clogging the pumps the Skaven use.

West Entrance: 6+10=16

The Skaven have encircled the entrance. As you watch, twenty men die simply trying to enter the former barracks, and yet more Skaven stream out constantly. Even now, your men and the Skaven push shield walls together, waiting to see who will break first.

North Entrance: 15+10=25

The story is much the same at the North, the old manor. The Skaven fire constantly at anyone who so much as breathes towards them, including the other skaven; the manor is perhaps one of the reasons you are not dead yet.

South Entrance: 92+10=102

Sir Uter, Sir Medrawt, and Sir Aldric alike charge the last entrance, the Men-At-Arms behind them even now racing forward with the pot. As you watch, Aldric emasculates a rat-ogre, while Medrawt and Uter each cut down vermin.

With a yell, they manage to break down the door, and race into the room, followed by the fire pot. You watch Skaven get thrown from windows, or punched through wooden walls, or have their blood carried out with Aldric's sword as it punches through the cheap timber.

Then the fire pot finally gets poured through the last entrance:

The old tavern.

The Skaven are too busy fighting amongst themselves and each other to do much, but as you watch you also see the Knights fleeing the building, each carrying one of the soldiers that came with them. Below you, you feel a rumble, but not just any rumble.

It is the rumble of sleeping dragons. It is the rumble of building rage. It is the rumble of blooming death and instant destruction, the racing scourge and burning flame moving like an angel of death.

Then, with a great explosion, it all comes loose. Fire races out of every building connected to the tunnel network; so hot is it that it is a deep blue, and carries with it the stench of burning skaven, singed rat fur and melted iron. the ground under your feet rumbles as great bouts of fire burst under the skaven territory, while your men disengage, heading back to the walls to deal with the archers while the skaven warriors further in are simply cooked instantly as more and more spout of fire spit up from under the streets or through the building or the sewer.

Snow is melting under the intense heat, running towards and tripping up skaven.

The battle is now, obviously, tilted quite in your favor.

You grab Geoffroi and lope towards the wall. There is no time to think, only time to move him away from the flames and to safety. You don't remember much from the heat, only the few occasions you were jumped by Skaven, smoothly dispatched in single moves, the lot of them.

Finally reaching the wall, you hand Geoffroi over to one of the Men At Arms, and tell him to get the Skaven-Slayer out. The man salutes and leaves with your friend in hand. Which leaves you with only one task.

"Onward, Knights of Bretonnia! Onward, soldiers of virtue!" And with that you blow your horn to race back into the action.

Mop Up: 53+10=63

And so it is that you run towards the enemy, along with what remain of your forces. When you started today, you were outnumbered three-to-one; now you outnumber them, battered though you are.

Moving towards the foe as the fires start to die down, you and your men cut down the Skaven with little mercy, still distracted as they are by their internal conflict.

You are like the farmer at harvest, reaping these rats and ensuring that never again will they threaten man. Their blood runs over the streets and the walls, and their carcasses litter the whole village, some mangled in hand to hand, others with arrows protruding their flesh, and others still punched through by lances or trampled under hoof by the mighty warhorses.

Glory be the Lady, that you never did allow such infighting to strike Bretonnia. Glory be to man, that he never did allow such rage against his fellow to blind him so.

Final Skaven Stand: 60+10=70

Finally, the Ratmen appear to fully grasp what has transpired. They look around, and see themselves surrounded, and they fear. They form into a circle, the last hundred, and prepare for their last stand.

They will not get it, though. From outside Sainthermique, you hear the twang of bowstrings, the whistling of arrows on the wind, and on the night sky. The last few Skaven look up as they are shadowed, only to let loose a cacophonous squeal of terror as a whole that is cut off by the rhythmic punching of arrows through flesh.

4,000 men accompanied you.

1,000 will never again leave this place.

But in return, 12,000 lie dead, burnt or cooked or stabbed.

Sainthermique is yours, and praise the Lady for that.
---
VICTORY!

Total blood expenditure, etc. up tomorrow.
 
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That went pretty well :)

Burning the Skaven out of their holes was particularly good. Having to go down after them would've been brutal.

And we killed some Breeders too :D
 
So for everyone we lose, the rats lose twelve. That is actually pretty good given how large the Skaven usually are.

I wonder if we can get some help from the Dwarves so that we can prevent the rats from coming back so easily? We need some runes around our lands.
 
That bad ass implacable walk though... I mean seriously... if I read that correctly we just casually grabbed a Clan Eshin assassin Out of the goddamn air!
 
So, did we get the breeders or did they escape. Wasn't too sure when I read it.

Lady,

We who now embark on blessed mission, pray to you,
Not to make our endeavor easy,
But perilous- that we,
We noble band of brothers,
Might grow to know you,
In our struggle.

Lady,

We doomed few who now proceed to battle,
We ask that you in your beneficence find us worthy,
To know your protection,
To find your grace,
In battle against this,
The hated foe.

Lady,

We ask not to face easy deeds,
But the arduous;
That our enemy's strikes be swift and true,
And aimed at us, not those under our aegis;
That their bows find their marks in hard oak,
and unyielding steel, not the flesh of companions.

Lady,

We ask today to face beasts unimaginable,
To fight foes unstoppable,
To march against the invulnerable;
That when defeat them,
Stop them, or slay them nevertheless,
We find glory.

Lady,

We ask today that you not give us task fit to us,
But that you fit us to tasks grander than us;
Not that the road be straight for us,
but that we might straighten it;
That in the annals of history,
We lucky few be remembered.

Comme il est, il était donc. Giles Stood.
Nice prayer, I enjoyed it.
 
Sorry if I've been kind of flaky, have summer homework due for school and it's crept up on me; I had to get it done.

Good news is, I'm close and should be capable of getting the stuff up tomorrow, if not (Very, Very) late today.
 
Casualties
Casualties

You had hoped to attend to Sir Geoffroi, to be near as they healed him. Unfortunately, though, couriers from the other hosts and columns, your vassals, arrived before you could. You must hear them before anything else can be done.

The audience is made in the old mayoral manor, the Men At Arms presenting their figures to you, the whole count made of your forces and those of the barons that marched with you:
Personal Forces Lost:
250 Yeomen Wardens, 600 Men At Arms, 150 Yeomen
-50 Knights

Baron Graeme:
Launched an assault on Camp Ironhide, where Orgen slaves were held by Orcish forces. The Recent assaults earlier in the year had left the Orcs edgy, but under equipped. Most of the slaves were saved, and are being returned to their families and clans, though a few have joined with the host. Casualties were lighter than expected.
-2,500 Men At Arms, -400 Yeomen

Baron Belrose: Took the Scar, an old mining shaft taken by Dark Cultists dedicated to Khaine. Owing to his bowmen's extra training, the Baron did not have to invest many of his soldiers into the frontal assault, allowing him to overwhelm the cultists with minimal losses; he personally slew the Druchii Warlock that resided within.
-300 Men At Arms

Baron Bonitus: The Good Baton marched upon the Migrating Horde, the survivors of your attacks earlier in the year. His grand host met the Orcs in battle 'pon the White Crag, ambushed by them as they passed. Caught between the precarious drop, the good forces of Bretonnia met with the vile greenskin, only to be saved by an unlikely source: Mordred The Merciless. The malicious marauder slew the warboss and his retinue, but was in turn slain, though he saved the Breton host.
-500 Men At Arms, 100 Bowmen
Mordred The Merciless
---
Now two matters stand before you:
First, the matter of who to give Castle Egres to, and who to gift Sainthermique to.

Castle Egres
A Castle with a perfect view of all passes heading into and out of the Masif, outside of that which is protected by Baron Graeme. You were going to give it to Lancelot, but two other candidates showed themselves worthy, too.

Lancelot Du Lac
A friend and Companion since your Tour Of Errancy, so long ago.

Traits:

Brave: He fought a Beastman Shaman as a lowly yeomen. (+2 Martial)
Grail Acolyte: Rides with Sir Aldric. (+3 Piety, +1 Opinion)
Brawny: Was not born a knight, but conditioning by countrymen has given him a build close to, if not quite reaching, that of a pure-blooded noble. (+2 Martial, +1 Diplomacy)
Bretonnian Knight: has much the same protection as you. (As long as Piety remains above 10, he has a 1 in 3 shot of reflecting all attacks due to the Lady's love)
Adulterer: His greatest- though far from only- sin is that he was unfaithful to his Lady Love, Helen, with a married woman. He never did finish his tale of her.(-4 Piety, -1 Opinion)
Patient: His greatest virtue, outside the field of battle, is a patient nature. (+1 All Stats)
Peasant Born: Born a peasant, he rose above his station through war. (-2 Diplomacy)
Attractive: He's very pretty. To ladies, obviously.
...Don't look at me like that. (+1 Diplomacy)
Chivalrous: Aside from the aforementioned affair, Lancelot has always been good and kind to women, and honorable on the field of battle.(+1 Piety, +1 Diplomacy)
Zealous: The one remaining zeal in his life is to serve the Lady. Just, don't let him talk to the Sigmarites. Ever. (+2 Martial, +2 Piety, -2 Diplomacy interacting with Non-Lady Worshiping men)

Stats:
Martial:
20+2+2+1+2=27- No one is as strong as Lancelot on the field of battle.
Diplomacy: 3+1+1+1+1-2=5- He's perfectly charming, but does give insult by skirt chasing and other lewd behavior.
Stewardship: 6+1=7- He was not raised to rule.
Intrigue: 6+1=7- Nor for shadows.
Learning: 7+1=8- Fairly smart, for having been raised a peasant.
Piety: 8-4+3+1+1+2=11

Sir Sergen
A cousin to your line, distantly related to you and yours. While you were not too close, his father always did back you in your feuds with your sister, and his son has certainly shown no reason he is not fit. Rewarding loyalty is always a good thing.

Traits:
Bretonnian Knight:
A knight dedicated to the Lady's service. (As long as Piety remains above 10, he has a 1 in 6 shot of reflecting all attacks due to the Lady's love)
Just: His deeds are not always chivalrous, but they are always fair. (+2 Stewardship, +1 Learning)
Gardener: Lady help and forgive him, he wants to build something that's gonna outlive him. (+2 Stewardship, +1 Learning)
Chaste: His spirit and body are pure, leaving him ample energy for other pursuits. (+1 Piety, +1 Learning,-15% Fertility)
Strong: The inheritor of strong blood. (+3 Martial, +1 Diplomacy)

Martial: 18+3=21- A good strategist and warrior.
Diplomacy: 16+1=17- Charming, educated, and subtle.
Stewardship: 6+2+2=10- He manages his lands effectively.
Intrigue:15- Well somebody had to be capable of matching your sister amongst your kin.
Learning:5+1+1+1=8- Not a genius, but no idiot, either.
Piety: 14+1=15- His faith is both sword and shield.

Sir Rainier
A Household Knight who has mastered the art of finance. Has served your family faithfully for years, and though he is not the most skilled with a blade, his virtue as a servant and, occasionally, guide, would be hard to overestimate. Certainly one of the knights more loyal to you; Morgyan made service of his skill to discover discrepancies in Carole's budget, along with that of her conspirators.
Traits:
Bretonnian Knight:
A knight dedicated to the Lady's service. (As long as Piety remains above 10, he has a 1 in 6 shot of reflecting all attacks due to the Lady's love)
Just: After the incident with the Stags and the Lions, it's hard to call him chivalrous. Just and honorable, though, are different matters. (+2 Stewardship, +1 Learning)
Strategist: Always planning two steps ahead. (+2 Martial, +1 Stewardship)
Administrator: He knows how to run a land, to make things function. (+3 Stewardship)
Honest: He doesn't lie, ever; you can ask the Lady Circe. (+3 Diplomacy, -2 Intrigue)
Strong: The bearer of Breton strength.(+3 Martial, +1 Diplomacy)

Stats:
Martial:
17+2+3=22- He's a strategist's mind.
Diplomacy: 15+3+1=19- People know they can trust Sir Edmond, that his word binds him.
Stewardship: 19+2+1+3=25- Even in the barren land of the Egres, you imagine he will pushing out thousands of marks of gold. He'll rule fair and true, and in turn the lands will be fairer and true.
Intrigue: 8-2=6- He knows how to sneak and scurry in the shadows; he'd just prefer to not be the kind of man who does.
Learning: 19+1=20- Really well and truly smart, especially in the matters of genealogy.
Piety: 19- he is faithful.

Camp Sainthermique: The center of your campaign in the Orcal, from whence your will will be made manifest on that dark and tumultuous land. It must be safeguarded by loyal, impeccable hands, and as such, and in accordance with Giles' own acts so long ago, you will be capable of leaving it governed by a personal soldier, a yeoman or a knight.

Adam
A younger man, a yeoman first recruited after the battle of Willbrook to refill the army. Slight, but clever, and capable of rousing men to action.
Inspiring Leader: People want to listen to him, because over the years he has served you he has put effort into earning their trust, by throwing himself into the action. (+2 Martial, +2 Diplomacy)
Hunter: Hunts for sport. (+2 Martial, +1 Diplomacy)
Brave: Fear's got no hold on his heart. (+2 Martial)

Martial: 9+2+2+2=15- Damn near a prodigy; he's better than some of the generals in the Empire, and even, in your darker thoughts, a few knights.
Diplomacy: 7+2+1=10- He's polite.
Stewardship: 15- He's a merchant's friend.
Intrigue: 11- Sneaks more easily than you, at least.
Learning: 15- He's spent ages studying stories and works and tomes.
Piety: 11- Faithful enough.

Alexandre
The bastard, orphan, son of a whore and a watchman, dropped in a forgotten spot in the Aridean, who grew up to be a hero and a scholar.
...Huh, wonder where that came from.
Ambitious: Give him a battalion and he can rise above his station. (+2 All Stats)
Wrothful: Short tempered and protean. (+3 Martial, -1 Intrigue, -1 Diplomacy)
Scholar: Writes better than you, which is admittedly a low bar to clear but still. (+3 Learning)

Stats:
Martial: 11+2+3=16- Again with the being genius-y. Why.
Diplomacy: 10+2-1=11- Fairly charming, when not angry.
Stewardship: 9+2=11- Blunt, but that can be effective. "Pay your fucking taxes" indeed.
Intrigue: 8+2-1=9- Short tempered and protean do not sneaks make.
Learning: 10+3+2=15- Again, hero and a scholar.
Piety: 10+2=12- Made the sign of Ulric at the door, never used to happen before.

Benjamin
An old soldier, who's fought from the Massif Orcal to the Border Princes and back again. Age has taught him how to wage a war, in every facet.
Strategist: He plans out every move. (+2 Martial, +1 Stewardship)
Architect: He builds fortifications and walls and such. They're not pretty, but they work. (+2 Stewardship, +1 Martial)
Unyielding Leader: He withstood a Skaven siege for a whole year, the sole authority. (+4 Martial)
Organizer: He gets deeds done. (+3 Stewardship, +1 Martial)

Stats:
Martial:
9+2+1+4+1=17- Not a warrior, but a soldier, a killer, first, last, and always.
Diplomacy: 8- Brusque, but not rude.
Stewardship: 8+2+2+3=15- Fairly good at building stuff, and effective stuff at that.
Intrigue: 4- Not exactly subtle.
Learning: 9- He knows stuff.
Piety: 9- Fairly faithful, though what with the Goddess he worships by Myrmidia, doesn't mean much to his fellows.
---
So yeah, these are your options.

Old World News will be up today, and as apology for being so flaky, it's gonna be bigger than usual.
 
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Castle Egres
[X] Sir Rainier

Also, why does his picture say "See Edmond"?

Camp Sainthermique
[X] Adam
 
For the Castle Egres, I favor Sir Rainier. He is loyal, very good at managing an estate, and his only weakness is in Intrigue, which I hope will not be that important in a castle next to the Massif Orcal.

I don't really know who to choose for Sainthermique. Does anyone else have a reasoned opinion?
 
I'd say to give Castle Egres to Rainier. The castle has a view of the passes into the Orcal. He can set up outposts and guard towers nearby to keep an eye on the place. And his stewerdship skills can probably turn the castle into a fortress if need be. And with maybe turnign out a profit from that place.
Castle Egres
[X] Sir Rainier


Give Benjamin command of Camp Sainthermique. He has good stewerdships skill and can turn that place into a fortress. And he is a good leader, what with holding off a Skaven siege for a year.
Camp Sainthermique
[X] Benjamin
 
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